碰撞游戏错误和计时器
Collision Game Errors and Timers
在我的游戏中我有两个问题。首先,我遇到了一些我不知道如何解决的错误。其次,我在这个项目中的目标是玩家每存活 30 秒就添加一个球。但是我已经尝试了几种方法(定时器和 for 循环)。然而,这些方法导致图形没有出现,但其余功能正常工作(一个看不见的球)。如果有人可以帮助我解决这些问题,将不胜感激。
import java.awt.*;
import java.lang.*;
import java.awt.event.KeyEvent;
import java.util.Formatter;
import javax.swing.*;
import java.awt.event.*;
import java.awt.Polygon;
import java.awt.geom.Area;
public class Man implements KeyListener {
private static final int BOX_WIDTH = 640;
private static final int BOX_HEIGHT = 480;
private float ballSpeedX3 = 7;
private float ballSpeedY3 = 7;
private double ball3Radius = 20;
private double ball3X = 320 ;
private double ball3Y = 120 ;
private float ballSpeedX4 = -10;
private float ballSpeedY4 = 10;
private double ball4Radius = 15;
private double ball4X = 600 ;
private double ball4Y = 300 ;
private float ballSpeedX = 0;
private float ballSpeedY = 0;
private double ballRadius = 20;
private double ballX = 120;
private double ballY = 140;
private float ballSpeed1X = 10;
private float ballSpeed1Y = -10;
private double ballRadius1 = 20;
private double ball1X = 320;
private double ball1Y = 340;
private float ballSpeed2X = -3;
private float ballSpeed2Y = -3;
private double ballRadius2 = 50;
private double ball2X = 50;
private double ball2Y = 400;
private static final int UPDATE_RATE = 30;
public Man() {
this.setPreferredSize(new Dimension(BOX_WIDTH, BOX_HEIGHT));
Thread gameThread = new Thread() {
public void run() {
while(true){
if ( Math.sqrt( (Math.pow((ballX- ball1X), 2)) + Math.pow((ballY-ball1Y), 2)) <= (ballRadius1 + ballRadius)) {
System.exit(0);}
if ( Math.sqrt( (Math.pow((ball4X- ballX), 2)) + Math.pow((ball4Y-ballY), 2)) <= (ball4Radius + ballRadius)) {
System.exit(0);}
if ( Math.sqrt( (Math.pow((ball2X- ballX), 2)) + Math.pow((ball2Y-ballY), 2)) <= (ballRadius2 + ballRadius)) {
System.exit(0);}
ball4X += ballSpeedX4;
ball4Y += ballSpeedY4;
if (ball4X - ball4Radius < 0) {
ballSpeedX4 = -ballSpeedX4;
ball4X = ball4Radius;
} else if (ball4X + ball4Radius > BOX_WIDTH) {
ballSpeedX4 = -ballSpeedX4;
ball4X = BOX_WIDTH - ball4Radius;
}
if (ball4Y - ball4Radius < 0) {
ballSpeedY4 = -ballSpeedY4;
ball4Y = ball4Radius;
} else if (ball4Y + ball4Radius > BOX_HEIGHT) {
ballSpeedY4 = -ballSpeedY4;
ball4Y = BOX_HEIGHT - ball4Radius;
}
if ( Math.sqrt( (Math.pow((ball3X- ballX), 2)) + Math.pow((ball3Y-ballY), 2)) <= (ball3Radius + ballRadius)) {
System.exit(0);}
ball3X += ballSpeedX3;
ball3Y += ballSpeedY3;
if (ball3X - ball3Radius < 0) {
ballSpeedX3 = -ballSpeedX3;
ball3X = ball3Radius;
} else if (ball3X + ball3Radius > BOX_WIDTH) {
ballSpeedX3 = -ballSpeedX3;
ball3X = BOX_WIDTH - ball3Radius;
}
if (ball3Y - ball3Radius < 0) {
ballSpeedY3 = -ballSpeedY3;
ball3Y = ball3Radius;
} else if (ball3Y + ball3Radius > BOX_HEIGHT) {
ballSpeedY3 = -ballSpeedY3;
ball3Y = BOX_HEIGHT - ball3Radius;
}
ballX += ballSpeedX;
ballY += ballSpeedY;
if (ballX - ballRadius < 0) {
ballX = ballRadius;
} else if (ballX + ballRadius > BOX_WIDTH) {
ballX = BOX_WIDTH - ballRadius;
}
if (ballY - ballRadius < 0) {
ballY = ballRadius;
} else if (ballY + ballRadius > BOX_HEIGHT) {
ballY = BOX_HEIGHT - ballRadius;
}
ball1X += ballSpeed1X;
ball1Y += ballSpeed1Y;
if (ball1X - ballRadius1 < 0) {
ballSpeed1X = -ballSpeed1X;
ball1X = ballRadius1;
} else if (ball1X + ballRadius1 > BOX_WIDTH) {
ballSpeed1X = -ballSpeed1X;
ball1X = BOX_WIDTH - ballRadius1;
}
if (ball1Y - ballRadius1 < 0) {
ballSpeed1Y = -ballSpeed1Y;
ball1Y = ballRadius1;
} else if (ball1Y + ballRadius1 > BOX_HEIGHT) {
ballSpeed1Y = -ballSpeed1Y;
ball1Y = BOX_HEIGHT - ballRadius1;
}
ball2X += ballSpeed2X;
ball2Y += ballSpeed2Y;
if (ball2X - ballRadius2 < 0) {
ballSpeed2X = -ballSpeed2X;
ball2X = ballRadius2;
} else if (ball2X + ballRadius2 > BOX_WIDTH) {
ballSpeed2X = -ballSpeed2X;
ball2X = BOX_WIDTH - ballRadius2;
}
if (ball2Y - ballRadius2 < 0) {
ballSpeed2Y = -ballSpeed2Y;
ball2Y = ballRadius2;
} else if (ball2Y + ballRadius2 > BOX_HEIGHT) {
ballSpeed2Y = -ballSpeed2Y;
ball2Y = BOX_HEIGHT - ballRadius2;
}
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException ex) { }
}
}
};
gameThread.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, BOX_WIDTH, BOX_HEIGHT);
g.setColor(Color.BLUE);
g.fillOval((int) (ballX - ballRadius), (int) (ballY - ballRadius),
(int)(2 * ballRadius), (int)(2 * ballRadius));
g.setColor(Color.RED);
g.fillOval((int) (ball1X - ballRadius1), (int) (ball1Y - ballRadius1),
(int)(2 * ballRadius1), (int)(2 * ballRadius1));
g.setColor(Color.PINK);
g.fillOval((int) (ball2X - ballRadius2), (int) (ball2Y - ballRadius2),
(int)(2 * ballRadius2), (int)(2 * ballRadius2));
g.setColor(Color.GREEN);
g.fillOval((int) (ball3X - ball3Radius), (int) (ball3Y - ball3Radius),
(int)(2 * ball3Radius), (int)(2 * ball3Radius));
g.setColor(Color.YELLOW);
g.fillOval((int) (ball4X - ball4Radius), (int) (ball4Y - ball4Radius),
(int)(2 * ball4Radius), (int)(2 * ball4Radius));
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT ) {
ballSpeedX = 5;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT ) {
ballSpeedX = -5;
}
else if (e.getKeyCode() == KeyEvent.VK_UP ) {
ballSpeedY = -5;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN ) {
ballSpeedY = 5;
}
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT ) {
ballSpeedX = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT ) {
ballSpeedX = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_UP ) {
ballSpeedY = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN ) {
ballSpeedY = 0;
}
}
public void keyTyped(KeyEvent e) { }
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame("Collision");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Man man = new Man();
frame.setContentPane(man);
frame.pack();
frame.addKeyListener(man);
frame.setVisible(true);
}
});
}
}
您尝试在其上作画的人 class 实际上不是可显示组件。你还有什么其他错误?他们可能都是相关的。
public class Man extends JComponent implements KeyListener {
这将允许显示球并开始运行游戏。至于添加新球,您可能需要创建一个球对象以及绘制方法。然后,您可以将多个球添加到列表中,然后在每次游戏需要刷新时绘制列表中的每个球。
我修改了您的代码并创建了以下 GUI。
红球击中粉红球员,动画结束。
您的所有代码都集中在一个大 class 中。我很难理解发生了什么,所以我把你的代码分成了 7 classes。这样,每个 class 就可以做一件事,而且做得很好。不要害怕使用 classes 和方法来简化代码并更容易发现问题。
这是我所做的更改。
我创建了一个Player class来定义播放器。
我创建了一个 Ball class 来保存 Ball 的值;球的 X 和 Y 位置、颜色、半径以及 X 和 Y 速度。
我创建了一个 GameModel class 来保存一个 Player 实例和一个 Ball 实例列表。无论何时创建游戏,都应该使用 model / view / controller pattern。这种模式允许您分离代码并一次专注于代码的一部分。
我将您的 Main class 重命名为 CollisionGame。 CollisionGame class 中唯一剩下的代码是创建游戏模型、创建 JFrame 和绘图面板以及启动动画的代码。
我从 JPanel 创建了一个 DrawingPanel。您应该始终在 JPanel 上绘图。永远不要在 JFrame 上绘图。
我将 KeyListener 放在它自己的 class 中。我将 KeyListener 添加到 JPanel。我确保 JPanel 有焦点。
我把动画放在自己的Animation里class.
这是代码。我将所有 classes 放在一个文件中,这样我可以更轻松地复制和粘贴。这些 class 应放在单独的文件中。
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class CollisionGame {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new CollisionGame();
}
});
}
private static final int BOX_WIDTH = 640;
private static final int BOX_HEIGHT = 480;
public CollisionGame() {
GameModel gameModel = new GameModel();
JFrame frame = new JFrame("Collision");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DrawingPanel drawingPanel = new DrawingPanel(gameModel, BOX_WIDTH,
BOX_HEIGHT);
frame.add(drawingPanel);
frame.pack();
frame.setVisible(true);
Animation animation = new Animation(drawingPanel, gameModel, BOX_WIDTH,
BOX_HEIGHT);
new Thread(animation).start();
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -8219208002512324440L;
private int width;
private int height;
private GameModel gameModel;
public DrawingPanel(GameModel gameModel, int width, int height) {
this.gameModel = gameModel;
this.width = width;
this.height = height;
this.setFocusable(true);
this.requestFocusInWindow();
this.addKeyListener(new GameKeyListener(gameModel.getPlayer()));
this.setPreferredSize(new Dimension(width, height));
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, width, height);
Player player = gameModel.getPlayer();
g.setColor(player.getColor());
double playerRadius = player.getRadius();
double playerDiameter = playerRadius + playerRadius;
g.fillOval((int) (player.getPositionX() - playerRadius),
(int) (player.getPositionY() - playerRadius),
(int) (playerDiameter), (int) (playerDiameter));
for (Ball ball : gameModel.getBalls()) {
g.setColor(ball.getColor());
double ballRadius = ball.getRadius();
double ballDiameter = ballRadius + ballRadius;
g.fillOval((int) (ball.getPositionX() - ballRadius),
(int) (ball.getPositionY() - ballRadius),
(int) (ballDiameter), (int) (ballDiameter));
}
}
}
public class Animation implements Runnable {
private static final long UPDATE_RATE = 30;
private boolean running;
private double width;
private double height;
private DrawingPanel drawingPanel;
private GameModel gameModel;
public Animation(DrawingPanel drawingPanel, GameModel gameModel,
double width, double height) {
this.drawingPanel = drawingPanel;
this.gameModel = gameModel;
this.width = width;
this.height = height;
this.running = true;
}
@Override
public void run() {
sleep(1000L);
long ballTime = System.currentTimeMillis();
long nextBallTime = 30000L;
gameModel.addBall();
while (running) {
long elapsedTime = System.currentTimeMillis() - ballTime;
if (elapsedTime >= nextBallTime) {
gameModel.addBall();
ballTime += nextBallTime;
}
movePlayer(gameModel.getPlayer());
for (Ball ball : gameModel.getBalls()) {
moveBall(ball);
}
repaint();
if (isPlayerHit()) {
running = false;
} else {
sleep(1000L / UPDATE_RATE);
}
}
}
private void movePlayer(Player player) {
player.setPositionX(player.getPositionX() + player.getSpeedX());
player.setPositionY(player.getPositionY() + player.getSpeedY());
double radius = player.getRadius();
if (player.getPositionX() - radius < 0) {
player.setSpeedX(-player.getSpeedX());
player.setPositionX(radius);
} else if (player.getPositionX() + radius > width) {
player.setSpeedX(-player.getSpeedX());
player.setPositionX(width - radius);
}
if (player.getPositionY() - radius < 0) {
player.setSpeedY(-player.getSpeedY());
player.setPositionY(radius);
} else if (player.getPositionY() + radius > height) {
player.setSpeedY(-player.getSpeedY());
player.setPositionY(height - radius);
}
}
private void moveBall(Ball ball) {
ball.setPositionX(ball.getPositionX() + ball.getSpeedX());
ball.setPositionY(ball.getPositionY() + ball.getSpeedY());
double radius = ball.getRadius();
if (ball.getPositionX() - radius < 0) {
ball.setSpeedX(-ball.getSpeedX());
ball.setPositionX(radius);
} else if (ball.getPositionX() + radius > width) {
ball.setSpeedX(-ball.getSpeedX());
ball.setPositionX(width - radius);
}
if (ball.getPositionY() - radius < 0) {
ball.setSpeedY(-ball.getSpeedY());
ball.setPositionY(radius);
} else if (ball.getPositionY() + radius > height) {
ball.setSpeedY(-ball.getSpeedY());
ball.setPositionY(height - radius);
}
}
private boolean isPlayerHit() {
Player player = gameModel.getPlayer();
for (Ball ball : gameModel.getBalls()) {
double radiusSquared = Math.pow(
ball.getRadius() + player.getRadius(), 2D);
double distanceSquared = Math.pow(
(ball.getPositionX() - player.getPositionX()), 2D)
+ Math.pow(ball.getPositionY() - player.getPositionY(),
2D);
if (distanceSquared <= radiusSquared) {
return true;
}
}
return false;
}
private void repaint() {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
drawingPanel.repaint();
}
});
}
private void sleep(long sleepTime) {
try {
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
}
public class GameKeyListener implements KeyListener {
private float playerSpeedX;
private float playerSpeedY;
private Player player;
public GameKeyListener(Player player) {
this.player = player;
}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
playerSpeedX = 5;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
playerSpeedX = -5;
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
playerSpeedY = -5;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
playerSpeedY = 5;
}
updatePlayer();
}
@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
playerSpeedX = 0;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
playerSpeedX = 0;
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
playerSpeedY = 0;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
playerSpeedY = 0;
}
updatePlayer();
}
@Override
public void keyTyped(KeyEvent e) {
}
private void updatePlayer() {
player.setSpeedX(playerSpeedX);
player.setSpeedY(playerSpeedY);
}
}
public class GameModel {
private List<Ball> balls;
private List<Ball> newBalls;
private Player player;
public GameModel() {
this.balls = new ArrayList<>();
this.newBalls = createBalls();
this.player = new Player(Color.PINK, 120, 140, 20, 0, 0);
}
private List<Ball> createBalls() {
List<Ball> balls = new ArrayList<>();
balls.add(new Ball(Color.BLUE, 320, 120, 20, 7, 7));
balls.add(new Ball(Color.RED, 600, 300, 15, -10, 10));
balls.add(new Ball(Color.GREEN, 320, 340, 20, 10, -10));
balls.add(new Ball(Color.YELLOW, 50, 400, 50, -3, -3));
return balls;
}
public void addBall() {
if (!newBalls.isEmpty()) {
balls.add(newBalls.get(0));
newBalls.remove(0);
}
}
public List<Ball> getBalls() {
return balls;
}
public Player getPlayer() {
return player;
}
}
public class Player {
private float speedX;
private float speedY;
private double radius;
private double positionX;
private double positionY;
private Color color;
public Player(Color color, double positionX, double positionY,
double radius, float speedX, float speedY) {
this.color = color;
this.positionX = positionX;
this.positionY = positionY;
this.radius = radius;
this.speedX = speedX;
this.speedY = speedY;
}
public float getSpeedX() {
return speedX;
}
public void setSpeedX(float speedX) {
this.speedX = speedX;
}
public float getSpeedY() {
return speedY;
}
public void setSpeedY(float speedY) {
this.speedY = speedY;
}
public double getRadius() {
return radius;
}
public double getPositionX() {
return positionX;
}
public void setPositionX(double positionX) {
this.positionX = positionX;
}
public double getPositionY() {
return positionY;
}
public void setPositionY(double positionY) {
this.positionY = positionY;
}
public Color getColor() {
return color;
}
}
public class Ball {
private float speedX;
private float speedY;
private double radius;
private double positionX;
private double positionY;
private Color color;
public Ball(Color color, double positionX, double positionY,
double radius, float speedX, float speedY) {
this.color = color;
this.positionX = positionX;
this.positionY = positionY;
this.radius = radius;
this.speedX = speedX;
this.speedY = speedY;
}
public float getSpeedX() {
return speedX;
}
public void setSpeedX(float speedX) {
this.speedX = speedX;
}
public float getSpeedY() {
return speedY;
}
public void setSpeedY(float speedY) {
this.speedY = speedY;
}
public double getRadius() {
return radius;
}
public double getPositionX() {
return positionX;
}
public void setPositionX(double positionX) {
this.positionX = positionX;
}
public double getPositionY() {
return positionY;
}
public void setPositionY(double positionY) {
this.positionY = positionY;
}
public Color getColor() {
return color;
}
}
}
在我的游戏中我有两个问题。首先,我遇到了一些我不知道如何解决的错误。其次,我在这个项目中的目标是玩家每存活 30 秒就添加一个球。但是我已经尝试了几种方法(定时器和 for 循环)。然而,这些方法导致图形没有出现,但其余功能正常工作(一个看不见的球)。如果有人可以帮助我解决这些问题,将不胜感激。
import java.awt.*;
import java.lang.*;
import java.awt.event.KeyEvent;
import java.util.Formatter;
import javax.swing.*;
import java.awt.event.*;
import java.awt.Polygon;
import java.awt.geom.Area;
public class Man implements KeyListener {
private static final int BOX_WIDTH = 640;
private static final int BOX_HEIGHT = 480;
private float ballSpeedX3 = 7;
private float ballSpeedY3 = 7;
private double ball3Radius = 20;
private double ball3X = 320 ;
private double ball3Y = 120 ;
private float ballSpeedX4 = -10;
private float ballSpeedY4 = 10;
private double ball4Radius = 15;
private double ball4X = 600 ;
private double ball4Y = 300 ;
private float ballSpeedX = 0;
private float ballSpeedY = 0;
private double ballRadius = 20;
private double ballX = 120;
private double ballY = 140;
private float ballSpeed1X = 10;
private float ballSpeed1Y = -10;
private double ballRadius1 = 20;
private double ball1X = 320;
private double ball1Y = 340;
private float ballSpeed2X = -3;
private float ballSpeed2Y = -3;
private double ballRadius2 = 50;
private double ball2X = 50;
private double ball2Y = 400;
private static final int UPDATE_RATE = 30;
public Man() {
this.setPreferredSize(new Dimension(BOX_WIDTH, BOX_HEIGHT));
Thread gameThread = new Thread() {
public void run() {
while(true){
if ( Math.sqrt( (Math.pow((ballX- ball1X), 2)) + Math.pow((ballY-ball1Y), 2)) <= (ballRadius1 + ballRadius)) {
System.exit(0);}
if ( Math.sqrt( (Math.pow((ball4X- ballX), 2)) + Math.pow((ball4Y-ballY), 2)) <= (ball4Radius + ballRadius)) {
System.exit(0);}
if ( Math.sqrt( (Math.pow((ball2X- ballX), 2)) + Math.pow((ball2Y-ballY), 2)) <= (ballRadius2 + ballRadius)) {
System.exit(0);}
ball4X += ballSpeedX4;
ball4Y += ballSpeedY4;
if (ball4X - ball4Radius < 0) {
ballSpeedX4 = -ballSpeedX4;
ball4X = ball4Radius;
} else if (ball4X + ball4Radius > BOX_WIDTH) {
ballSpeedX4 = -ballSpeedX4;
ball4X = BOX_WIDTH - ball4Radius;
}
if (ball4Y - ball4Radius < 0) {
ballSpeedY4 = -ballSpeedY4;
ball4Y = ball4Radius;
} else if (ball4Y + ball4Radius > BOX_HEIGHT) {
ballSpeedY4 = -ballSpeedY4;
ball4Y = BOX_HEIGHT - ball4Radius;
}
if ( Math.sqrt( (Math.pow((ball3X- ballX), 2)) + Math.pow((ball3Y-ballY), 2)) <= (ball3Radius + ballRadius)) {
System.exit(0);}
ball3X += ballSpeedX3;
ball3Y += ballSpeedY3;
if (ball3X - ball3Radius < 0) {
ballSpeedX3 = -ballSpeedX3;
ball3X = ball3Radius;
} else if (ball3X + ball3Radius > BOX_WIDTH) {
ballSpeedX3 = -ballSpeedX3;
ball3X = BOX_WIDTH - ball3Radius;
}
if (ball3Y - ball3Radius < 0) {
ballSpeedY3 = -ballSpeedY3;
ball3Y = ball3Radius;
} else if (ball3Y + ball3Radius > BOX_HEIGHT) {
ballSpeedY3 = -ballSpeedY3;
ball3Y = BOX_HEIGHT - ball3Radius;
}
ballX += ballSpeedX;
ballY += ballSpeedY;
if (ballX - ballRadius < 0) {
ballX = ballRadius;
} else if (ballX + ballRadius > BOX_WIDTH) {
ballX = BOX_WIDTH - ballRadius;
}
if (ballY - ballRadius < 0) {
ballY = ballRadius;
} else if (ballY + ballRadius > BOX_HEIGHT) {
ballY = BOX_HEIGHT - ballRadius;
}
ball1X += ballSpeed1X;
ball1Y += ballSpeed1Y;
if (ball1X - ballRadius1 < 0) {
ballSpeed1X = -ballSpeed1X;
ball1X = ballRadius1;
} else if (ball1X + ballRadius1 > BOX_WIDTH) {
ballSpeed1X = -ballSpeed1X;
ball1X = BOX_WIDTH - ballRadius1;
}
if (ball1Y - ballRadius1 < 0) {
ballSpeed1Y = -ballSpeed1Y;
ball1Y = ballRadius1;
} else if (ball1Y + ballRadius1 > BOX_HEIGHT) {
ballSpeed1Y = -ballSpeed1Y;
ball1Y = BOX_HEIGHT - ballRadius1;
}
ball2X += ballSpeed2X;
ball2Y += ballSpeed2Y;
if (ball2X - ballRadius2 < 0) {
ballSpeed2X = -ballSpeed2X;
ball2X = ballRadius2;
} else if (ball2X + ballRadius2 > BOX_WIDTH) {
ballSpeed2X = -ballSpeed2X;
ball2X = BOX_WIDTH - ballRadius2;
}
if (ball2Y - ballRadius2 < 0) {
ballSpeed2Y = -ballSpeed2Y;
ball2Y = ballRadius2;
} else if (ball2Y + ballRadius2 > BOX_HEIGHT) {
ballSpeed2Y = -ballSpeed2Y;
ball2Y = BOX_HEIGHT - ballRadius2;
}
repaint();
try {
Thread.sleep(1000 / UPDATE_RATE);
} catch (InterruptedException ex) { }
}
}
};
gameThread.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, BOX_WIDTH, BOX_HEIGHT);
g.setColor(Color.BLUE);
g.fillOval((int) (ballX - ballRadius), (int) (ballY - ballRadius),
(int)(2 * ballRadius), (int)(2 * ballRadius));
g.setColor(Color.RED);
g.fillOval((int) (ball1X - ballRadius1), (int) (ball1Y - ballRadius1),
(int)(2 * ballRadius1), (int)(2 * ballRadius1));
g.setColor(Color.PINK);
g.fillOval((int) (ball2X - ballRadius2), (int) (ball2Y - ballRadius2),
(int)(2 * ballRadius2), (int)(2 * ballRadius2));
g.setColor(Color.GREEN);
g.fillOval((int) (ball3X - ball3Radius), (int) (ball3Y - ball3Radius),
(int)(2 * ball3Radius), (int)(2 * ball3Radius));
g.setColor(Color.YELLOW);
g.fillOval((int) (ball4X - ball4Radius), (int) (ball4Y - ball4Radius),
(int)(2 * ball4Radius), (int)(2 * ball4Radius));
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT ) {
ballSpeedX = 5;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT ) {
ballSpeedX = -5;
}
else if (e.getKeyCode() == KeyEvent.VK_UP ) {
ballSpeedY = -5;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN ) {
ballSpeedY = 5;
}
}
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT ) {
ballSpeedX = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_LEFT ) {
ballSpeedX = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_UP ) {
ballSpeedY = 0;
}
else if (e.getKeyCode() == KeyEvent.VK_DOWN ) {
ballSpeedY = 0;
}
}
public void keyTyped(KeyEvent e) { }
public static void main(String[] args) {
javax.swing.SwingUtilities.invokeLater(new Runnable() {
public void run() {
JFrame frame = new JFrame("Collision");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Man man = new Man();
frame.setContentPane(man);
frame.pack();
frame.addKeyListener(man);
frame.setVisible(true);
}
});
}
}
您尝试在其上作画的人 class 实际上不是可显示组件。你还有什么其他错误?他们可能都是相关的。
public class Man extends JComponent implements KeyListener {
这将允许显示球并开始运行游戏。至于添加新球,您可能需要创建一个球对象以及绘制方法。然后,您可以将多个球添加到列表中,然后在每次游戏需要刷新时绘制列表中的每个球。
我修改了您的代码并创建了以下 GUI。
红球击中粉红球员,动画结束。
您的所有代码都集中在一个大 class 中。我很难理解发生了什么,所以我把你的代码分成了 7 classes。这样,每个 class 就可以做一件事,而且做得很好。不要害怕使用 classes 和方法来简化代码并更容易发现问题。
这是我所做的更改。
我创建了一个Player class来定义播放器。
我创建了一个 Ball class 来保存 Ball 的值;球的 X 和 Y 位置、颜色、半径以及 X 和 Y 速度。
我创建了一个 GameModel class 来保存一个 Player 实例和一个 Ball 实例列表。无论何时创建游戏,都应该使用 model / view / controller pattern。这种模式允许您分离代码并一次专注于代码的一部分。
我将您的 Main class 重命名为 CollisionGame。 CollisionGame class 中唯一剩下的代码是创建游戏模型、创建 JFrame 和绘图面板以及启动动画的代码。
我从 JPanel 创建了一个 DrawingPanel。您应该始终在 JPanel 上绘图。永远不要在 JFrame 上绘图。
我将 KeyListener 放在它自己的 class 中。我将 KeyListener 添加到 JPanel。我确保 JPanel 有焦点。
我把动画放在自己的Animation里class.
这是代码。我将所有 classes 放在一个文件中,这样我可以更轻松地复制和粘贴。这些 class 应放在单独的文件中。
package com.ggl.testing;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class CollisionGame {
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
new CollisionGame();
}
});
}
private static final int BOX_WIDTH = 640;
private static final int BOX_HEIGHT = 480;
public CollisionGame() {
GameModel gameModel = new GameModel();
JFrame frame = new JFrame("Collision");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
DrawingPanel drawingPanel = new DrawingPanel(gameModel, BOX_WIDTH,
BOX_HEIGHT);
frame.add(drawingPanel);
frame.pack();
frame.setVisible(true);
Animation animation = new Animation(drawingPanel, gameModel, BOX_WIDTH,
BOX_HEIGHT);
new Thread(animation).start();
}
public class DrawingPanel extends JPanel {
private static final long serialVersionUID = -8219208002512324440L;
private int width;
private int height;
private GameModel gameModel;
public DrawingPanel(GameModel gameModel, int width, int height) {
this.gameModel = gameModel;
this.width = width;
this.height = height;
this.setFocusable(true);
this.requestFocusInWindow();
this.addKeyListener(new GameKeyListener(gameModel.getPlayer()));
this.setPreferredSize(new Dimension(width, height));
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillRect(0, 0, width, height);
Player player = gameModel.getPlayer();
g.setColor(player.getColor());
double playerRadius = player.getRadius();
double playerDiameter = playerRadius + playerRadius;
g.fillOval((int) (player.getPositionX() - playerRadius),
(int) (player.getPositionY() - playerRadius),
(int) (playerDiameter), (int) (playerDiameter));
for (Ball ball : gameModel.getBalls()) {
g.setColor(ball.getColor());
double ballRadius = ball.getRadius();
double ballDiameter = ballRadius + ballRadius;
g.fillOval((int) (ball.getPositionX() - ballRadius),
(int) (ball.getPositionY() - ballRadius),
(int) (ballDiameter), (int) (ballDiameter));
}
}
}
public class Animation implements Runnable {
private static final long UPDATE_RATE = 30;
private boolean running;
private double width;
private double height;
private DrawingPanel drawingPanel;
private GameModel gameModel;
public Animation(DrawingPanel drawingPanel, GameModel gameModel,
double width, double height) {
this.drawingPanel = drawingPanel;
this.gameModel = gameModel;
this.width = width;
this.height = height;
this.running = true;
}
@Override
public void run() {
sleep(1000L);
long ballTime = System.currentTimeMillis();
long nextBallTime = 30000L;
gameModel.addBall();
while (running) {
long elapsedTime = System.currentTimeMillis() - ballTime;
if (elapsedTime >= nextBallTime) {
gameModel.addBall();
ballTime += nextBallTime;
}
movePlayer(gameModel.getPlayer());
for (Ball ball : gameModel.getBalls()) {
moveBall(ball);
}
repaint();
if (isPlayerHit()) {
running = false;
} else {
sleep(1000L / UPDATE_RATE);
}
}
}
private void movePlayer(Player player) {
player.setPositionX(player.getPositionX() + player.getSpeedX());
player.setPositionY(player.getPositionY() + player.getSpeedY());
double radius = player.getRadius();
if (player.getPositionX() - radius < 0) {
player.setSpeedX(-player.getSpeedX());
player.setPositionX(radius);
} else if (player.getPositionX() + radius > width) {
player.setSpeedX(-player.getSpeedX());
player.setPositionX(width - radius);
}
if (player.getPositionY() - radius < 0) {
player.setSpeedY(-player.getSpeedY());
player.setPositionY(radius);
} else if (player.getPositionY() + radius > height) {
player.setSpeedY(-player.getSpeedY());
player.setPositionY(height - radius);
}
}
private void moveBall(Ball ball) {
ball.setPositionX(ball.getPositionX() + ball.getSpeedX());
ball.setPositionY(ball.getPositionY() + ball.getSpeedY());
double radius = ball.getRadius();
if (ball.getPositionX() - radius < 0) {
ball.setSpeedX(-ball.getSpeedX());
ball.setPositionX(radius);
} else if (ball.getPositionX() + radius > width) {
ball.setSpeedX(-ball.getSpeedX());
ball.setPositionX(width - radius);
}
if (ball.getPositionY() - radius < 0) {
ball.setSpeedY(-ball.getSpeedY());
ball.setPositionY(radius);
} else if (ball.getPositionY() + radius > height) {
ball.setSpeedY(-ball.getSpeedY());
ball.setPositionY(height - radius);
}
}
private boolean isPlayerHit() {
Player player = gameModel.getPlayer();
for (Ball ball : gameModel.getBalls()) {
double radiusSquared = Math.pow(
ball.getRadius() + player.getRadius(), 2D);
double distanceSquared = Math.pow(
(ball.getPositionX() - player.getPositionX()), 2D)
+ Math.pow(ball.getPositionY() - player.getPositionY(),
2D);
if (distanceSquared <= radiusSquared) {
return true;
}
}
return false;
}
private void repaint() {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
drawingPanel.repaint();
}
});
}
private void sleep(long sleepTime) {
try {
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
}
public class GameKeyListener implements KeyListener {
private float playerSpeedX;
private float playerSpeedY;
private Player player;
public GameKeyListener(Player player) {
this.player = player;
}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
playerSpeedX = 5;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
playerSpeedX = -5;
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
playerSpeedY = -5;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
playerSpeedY = 5;
}
updatePlayer();
}
@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
playerSpeedX = 0;
} else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
playerSpeedX = 0;
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
playerSpeedY = 0;
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
playerSpeedY = 0;
}
updatePlayer();
}
@Override
public void keyTyped(KeyEvent e) {
}
private void updatePlayer() {
player.setSpeedX(playerSpeedX);
player.setSpeedY(playerSpeedY);
}
}
public class GameModel {
private List<Ball> balls;
private List<Ball> newBalls;
private Player player;
public GameModel() {
this.balls = new ArrayList<>();
this.newBalls = createBalls();
this.player = new Player(Color.PINK, 120, 140, 20, 0, 0);
}
private List<Ball> createBalls() {
List<Ball> balls = new ArrayList<>();
balls.add(new Ball(Color.BLUE, 320, 120, 20, 7, 7));
balls.add(new Ball(Color.RED, 600, 300, 15, -10, 10));
balls.add(new Ball(Color.GREEN, 320, 340, 20, 10, -10));
balls.add(new Ball(Color.YELLOW, 50, 400, 50, -3, -3));
return balls;
}
public void addBall() {
if (!newBalls.isEmpty()) {
balls.add(newBalls.get(0));
newBalls.remove(0);
}
}
public List<Ball> getBalls() {
return balls;
}
public Player getPlayer() {
return player;
}
}
public class Player {
private float speedX;
private float speedY;
private double radius;
private double positionX;
private double positionY;
private Color color;
public Player(Color color, double positionX, double positionY,
double radius, float speedX, float speedY) {
this.color = color;
this.positionX = positionX;
this.positionY = positionY;
this.radius = radius;
this.speedX = speedX;
this.speedY = speedY;
}
public float getSpeedX() {
return speedX;
}
public void setSpeedX(float speedX) {
this.speedX = speedX;
}
public float getSpeedY() {
return speedY;
}
public void setSpeedY(float speedY) {
this.speedY = speedY;
}
public double getRadius() {
return radius;
}
public double getPositionX() {
return positionX;
}
public void setPositionX(double positionX) {
this.positionX = positionX;
}
public double getPositionY() {
return positionY;
}
public void setPositionY(double positionY) {
this.positionY = positionY;
}
public Color getColor() {
return color;
}
}
public class Ball {
private float speedX;
private float speedY;
private double radius;
private double positionX;
private double positionY;
private Color color;
public Ball(Color color, double positionX, double positionY,
double radius, float speedX, float speedY) {
this.color = color;
this.positionX = positionX;
this.positionY = positionY;
this.radius = radius;
this.speedX = speedX;
this.speedY = speedY;
}
public float getSpeedX() {
return speedX;
}
public void setSpeedX(float speedX) {
this.speedX = speedX;
}
public float getSpeedY() {
return speedY;
}
public void setSpeedY(float speedY) {
this.speedY = speedY;
}
public double getRadius() {
return radius;
}
public double getPositionX() {
return positionX;
}
public void setPositionX(double positionX) {
this.positionX = positionX;
}
public double getPositionY() {
return positionY;
}
public void setPositionY(double positionY) {
this.positionY = positionY;
}
public Color getColor() {
return color;
}
}
}